Online Gamified Learning Platforms (OGLPs) for Experiential Learning

  • Kenneth Ng
  • Ivan Ka-Wai LaiEmail author
  • Kwan-Keung Ng
  • Qi-Xuan Lyu
Conference paper
Part of the Communications in Computer and Information Science book series (CCIS, volume 1048)


Traditional classroom learning approaches make students feel boring and lack of learning motivations in the learning process, especially for some practical courses like tourism and hospitality. Online Gamified Learning Platforms (OGLPs) are useful, but these OGLPs are not as popular as learning tools for students. Therefore, this research aims to identify the factors that influence students’ usage intention toward using OGLPs for their learning in tourism and hospitality courses. The research extends the Technology Acceptance Model (TAM) with other factors - ‘perceived playfulness’, ‘knowledge improvement’, ‘engagement’, and ‘immersion’. The survey results indicate that knowledge improvement, engagement, and immersion influence perceived usefulness, perceived ease of use, and perceived playfulness; and perceived usefulness, perceived ease of use, and perceived playfulness influence learners’ usage intention toward using OGLPs. This study provides a model for studying the gamified learning and recommendations for OGLPs developers to enhance the design of OGLPs.


TAM Perceived playfulness Gamification Online gamified platform Knowledge improvement Engagement Immersion 


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Copyright information

© Springer Nature Singapore Pte Ltd. 2019

Authors and Affiliations

  • Kenneth Ng
    • 1
  • Ivan Ka-Wai Lai
    • 1
    Email author
  • Kwan-Keung Ng
    • 2
  • Qi-Xuan Lyu
    • 3
  1. 1.Faculty of International Tourism and ManagementCity University of MacauTaipaMacao, Special Administrative Region of China
  2. 2.University of SunderlandCentralHong Kong
  3. 3.Faculty of Hospitality and Tourism ManagementMacau University of Science and TechnologyTaipaMacao, Special Administrative Region of China

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